Armando Wilderman

Armando Wilderman

Springfield, Oregon, United States
264 followers 257 connections

About

I've been in the industry since about '04 as an animator and general purpose artist…

Activity

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Experience

Projects

  • Beastro

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    PS5, Xbox Series X/S, Windows

  • *Unreleased Title*

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    Windows

  • Harmonium *Unreleased*

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    Windows

  • Texas Chain Saw Massacre - Museum Mode

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    PS4, PS5, Xbox One, Xbox Series X/S, Windows

  • Ghostbusters: Spirits Unleashed

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    PS4, PS5, Xbox One, Xbox Series X/S, Nintendo Switch, Windows

  • Towerborne

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    PS5, Xbox Series X/S, Windows

  • Petals

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    Windows

  • Where Cards Fall

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    Apple Arcade, Windows
    Launched September 2019

  • *Unreleased Game Project*

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    Windows

  • Where the Red Fern Still Grows

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    Windows

  • Friday the 13th: The Game - Virtual Cabin

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    PS4, Xbox One, Nintendo Switch, Windows

  • Killcore

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    YouTube

  • King's Quest Epilogue

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    PS3, PS4, Xbox 360, Xbox One, Windows

  • King's Quest Chapter 5: The Good Knight

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    PS3, PS4, Xbox 360, Xbox One, Windows

  • King's Quest Chapter 4: Snow Place Like Home

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  • Skylanders: Imaginators

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    PS3, PS4, Wii U, Xbox 360, Xbox One

  • King's Quest Chapter 3: Once Upon a Climb

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    PS3, PS4, Xbox 360, Xbox One, Windows
    I took a contract with The Odd Gentlemen after thoroughly enjoying their first episode of the episodic King's Quest game and having a chance to gush about it with a few of the artists. I joined in the middle of Chapter 3 and made bringing Princess Vee's confident snark to life my primary mission. I'd animated some cutscene pieces before, but this was the first project where I was fully in charge of staging, lighting, and camera work on top of animation…

    PS3, PS4, Xbox 360, Xbox One, Windows
    I took a contract with The Odd Gentlemen after thoroughly enjoying their first episode of the episodic King's Quest game and having a chance to gush about it with a few of the artists. I joined in the middle of Chapter 3 and made bringing Princess Vee's confident snark to life my primary mission. I'd animated some cutscene pieces before, but this was the first project where I was fully in charge of staging, lighting, and camera work on top of animation. A large portion of the work was also done in Unreal with access to an incredible library of assets from the previous chapters.

  • War Commander

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    Windows
    I worked with the War Commander team to help create custom destruction animations for the environmental structures added in the 2014 seasonal update.

  • TOME: Immortal Arena

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    Windows
    I joined an amazing team of artists and animators at KIXEYE early on in the development of TOME, a MOBA meant to run on a web browser, and had the pleasure of working closely with the design and tech teams creating dynamic and readable characters, actions, and move sets for almost every character at launch. I animated at least a little something for every character, but I will always take pride in handling 100% of "Krugas" the ridiculously rigged sharktapus character.

  • Deadliest Warrior: The Game

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    PS3, Xbox 360
    I returned to the art department under the newly restructured separation of animators from character artists as this project was just starting up and worked closely with the fresh designers to share as much combat and balancing knowledge as possible from my time on the Godzilla games as possible. The first Deadliest Warrior game shipped on time and we completed an additional character pack within the next few months. Work was underway on the sequel, Deadliest Warrior: Legends…

    PS3, Xbox 360
    I returned to the art department under the newly restructured separation of animators from character artists as this project was just starting up and worked closely with the fresh designers to share as much combat and balancing knowledge as possible from my time on the Godzilla games as possible. The first Deadliest Warrior game shipped on time and we completed an additional character pack within the next few months. Work was underway on the sequel, Deadliest Warrior: Legends when my position was cut in one of the regular financial reviews. I was quickly contacted to negotiate contract work to help finish that second game but those fell through and they eventually hired four new animators to complete the game on time.

  • *Non-Public Title*

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    I switched from leading the animation department over to assisting with design tasks right as we were taking on contracts to create training software for private partners. I got to work closely with the pitch team for multiple projects, but am only credited for system design and implementation for a single finished title that never saw public release.

  • Night at the Museum: Battle of the Smithsonian

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    Wii, Xbox 360, Windows
    The story of this game's production is a tale of warning, tragedy, and commitment. A licensed title set to release alongside the movie's theatrical release, we were working with a brand new publisher making huge promises and throwing money around wildly that just vanished mid-production. Through gumption, overtime, and for about the price of a ham sandwich, we managed to stitch together the pieces we had and get it out the door before the movie with the help of a last…

    Wii, Xbox 360, Windows
    The story of this game's production is a tale of warning, tragedy, and commitment. A licensed title set to release alongside the movie's theatrical release, we were working with a brand new publisher making huge promises and throwing money around wildly that just vanished mid-production. Through gumption, overtime, and for about the price of a ham sandwich, we managed to stitch together the pieces we had and get it out the door before the movie with the help of a last minute publisher.

  • Godzilla: Unleashed

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    Wii, PlayStation 2
    Still one of my favorite projects of my entire career. When we started work on a new Godzilla, we wanted to upgrade the models, rigs, and animations of the monsters from the previous Pipeworks titles. The lead designer and I sat down early to go over the core characters, a set of interesting unique new monsters we could try to add if budget allowed, and a handful of absolute long shots that we couldn't justify the budget or time up front. We got all of them in. Through…

    Wii, PlayStation 2
    Still one of my favorite projects of my entire career. When we started work on a new Godzilla, we wanted to upgrade the models, rigs, and animations of the monsters from the previous Pipeworks titles. The lead designer and I sat down early to go over the core characters, a set of interesting unique new monsters we could try to add if budget allowed, and a handful of absolute long shots that we couldn't justify the budget or time up front. We got all of them in. Through streamlined production and the passion of my team for the characters they were handling, we were on track and ahead of schedule almost the entire way through production. I personally sank an ungodly month of overtime into the stretch goal of getting Biollante into the game and am still proud of that ridiculous plant beast and all her hand animated FK tentacles.

  • Prince of Persia: Rival Swords

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    PSP
    Picking up the PSP port for Prince of Persia: The Two Thrones, we focused this time on adding additional content outside the main story, primarily in the form of chariot race challenge stages.

  • Rampage: Total Destruction

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    GameCube, PlayStation 2, Wii
    I had taken over the character art department by the time we picked up Rampage so I worked closely with the lead designer to create the character rig types over which we could distribute the 40 different characters to optimize animation core to the gameplay and make sure each one still got a handful of unique, character specific animations. We were a little ambitious, but I recall this project working out relatively smoothly for my department.

  • Prince of Persia: Revelations

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    PSP
    We handled the PSP port of Warrior Within adding new levels and challenges. Among other pieces, I designed and built the the "elemental temple" extra path.

  • Godzilla: Save the Earth

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    Xbox, PlayStation 2
    I was hired by Pipeworks Software midway through production as an all purpose artist primarily tasked with modeling and texturing destructible buildings for the battle stages.
    A few months before the game would ship, the previous lead animator left the company and I stepped in to take over their duties for the remainder of the game.

  • Agents of the Spirit, Episode 1: The Phantom Influence

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    VHS, DVD
    A short film for a small children's video production company.
    My first paid professional work.

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